Get rid of MSVC's __int64

Use either int64_t, uint64_t or long long and unsigned long long, defined as per C++11 standard
This commit is contained in:
void_17
2026-03-02 15:53:32 +07:00
parent d6ec138710
commit d63f79325f
308 changed files with 5371 additions and 5379 deletions

View File

@@ -178,7 +178,7 @@ GameRenderer::~GameRenderer()
}
void GameRenderer::tick(bool first) // 4J - add bFirst
{
{
tickFov();
tickLightTexture(); // 4J - change brought forward from 1.8.2
fogBrO = fogBr;
@@ -627,7 +627,7 @@ void GameRenderer::unZoomRegion()
void GameRenderer::getFovAndAspect(float& fov, float& aspect, float a, bool applyEffects)
{
// 4J - split out aspect ratio and fov here so we can adjust for viewports - we might need to revisit these as
// they are maybe be too generous for performance.
// they are maybe be too generous for performance.
aspect = mc->width / (float) mc->height;
fov = getFov(a, applyEffects);
@@ -679,7 +679,7 @@ void GameRenderer::setupCamera(float a, int eye)
// 4J-PB - this is a per-player option
//if (mc->options->bobView) bobView(a);
bool bNoLegAnim =(mc->player->getAnimOverrideBitmask()&(1<<HumanoidModel::eAnim_NoLegAnim))!=0;
bool bNoBobbingAnim =(mc->player->getAnimOverrideBitmask()&(1<<HumanoidModel::eAnim_NoBobbing))!=0;
@@ -770,7 +770,7 @@ void GameRenderer::renderItemInHand(float a, int eye)
//if (!mc->options->thirdPersonView && !mc->cameraTargetPlayer->isSleeping())
if (!localplayer->ThirdPersonView() && !mc->cameraTargetPlayer->isSleeping())
{
if (!mc->options->hideGui && !mc->gameMode->isCutScene())
if (!mc->options->hideGui && !mc->gameMode->isCutScene())
{
turnOnLightLayer(a);
PIXBeginNamedEvent(0,"Item in hand render");
@@ -795,7 +795,7 @@ void GameRenderer::renderItemInHand(float a, int eye)
// 4J - change brought forward from 1.8.2
void GameRenderer::turnOffLightLayer(double alpha)
{ // 4J - TODO
#if 0
#if 0
if (SharedConstants::TEXTURE_LIGHTING)
{
glClientActiveTexture(GL_TEXTURE1);
@@ -868,7 +868,7 @@ void GameRenderer::updateLightTexture(float a)
if (player == NULL) continue;
Level *level = player->level; // 4J - was mc->level when it was just to update the one light texture
float skyDarken1 = level->getSkyDarken((float) 1);
for (int i = 0; i < 256; i++)
{
@@ -1141,7 +1141,7 @@ int GameRenderer::runUpdate(LPVOID lpParam)
Vec3::CreateNewThreadStorage();
AABB::CreateNewThreadStorage();
IntCache::CreateNewThreadStorage();
Tesselator::CreateNewThreadStorage(1024*1024);
Tesselator::CreateNewThreadStorage(1024*1024);
Compression::UseDefaultThreadStorage();
RenderManager.InitialiseContext();
#ifdef _LARGE_WORLDS
@@ -1210,12 +1210,12 @@ int GameRenderer::runUpdate(LPVOID lpParam)
}
m_deleteStackSparseDataStorage.clear();
LeaveCriticalSection(&m_csDeleteStack);
// PIXEndNamedEvent();
AABB::resetPool();
Vec3::resetPool();
IntCache::Reset();
IntCache::Reset();
m_updateEvents->Set(eUpdateEventIsFinished);
}
@@ -1247,12 +1247,12 @@ void GameRenderer::DisableUpdateThread()
if( !updateRunning) return;
app.DebugPrintf("------------------DisableUpdateThread--------------------\n");
updateRunning = false;
m_updateEvents->Clear(eUpdateCanRun);
m_updateEvents->Clear(eUpdateCanRun);
m_updateEvents->WaitForSingle(eUpdateEventIsFinished,INFINITE);
#endif
}
void GameRenderer::renderLevel(float a, __int64 until)
void GameRenderer::renderLevel(float a, int64_t until)
{
// if (updateLightTexture) updateLightTexture(); // 4J - TODO - Java 1.0.1 has this line enabled, should check why - don't want to put it in now in case it breaks split-screen
@@ -1335,7 +1335,7 @@ void GameRenderer::renderLevel(float a, __int64 until)
if (until == 0) break;
__int64 diff = until - System::nanoTime();
int64_t diff = until - System::nanoTime();
if (diff < 0) break;
if (diff > 1000000000) break;
} while (true);
@@ -1594,7 +1594,7 @@ void GameRenderer::renderSnowAndRain(float a)
this->turnOnLightLayer(a);
if (rainXa == NULL)
if (rainXa == NULL)
{
rainXa = new float[32 * 32];
rainZa = new float[32 * 32];
@@ -1657,7 +1657,7 @@ void GameRenderer::renderSnowAndRain(float a)
}
// 4J - some changes made here to access biome through new interface that caches results in levelchunk flags, as an optimisation
int mode = -1;
float time = _tick + a;
@@ -1669,7 +1669,7 @@ void GameRenderer::renderSnowAndRain(float a)
int rainSlot = (z - z0 + 16) * 32 + (x - x0 + 16);
float xa = rainXa[rainSlot] * 0.5f;
float za = rainZa[rainSlot] * 0.5f;
// 4J - changes here brought forward from 1.8.2
Biome *b = level->getBiome(x, z);
if (!b->hasRain() && !b->hasSnow()) continue;
@@ -1715,9 +1715,9 @@ void GameRenderer::renderSnowAndRain(float a)
float Alpha = ((1 - dd * dd) * 0.5f + 0.5f) * rainLevel;
int tex2 = (level->getLightColor(x, yl, z, 0) * 3 + 0xf000f0) / 4;
t->tileRainQuad(x - xa + 0.5, yy0, z - za + 0.5, 0 * s, yy0 * s / 4.0f + ra * s,
x + xa + 0.5, yy0, z + za + 0.5, 1 * s, yy0 * s / 4.0f + ra * s,
x + xa + 0.5, yy1, z + za + 0.5, 1 * s, yy1 * s / 4.0f + ra * s,
x - xa + 0.5, yy1, z - za + 0.5, 0 * s, yy1 * s / 4.0f + ra * s,
x + xa + 0.5, yy0, z + za + 0.5, 1 * s, yy0 * s / 4.0f + ra * s,
x + xa + 0.5, yy1, z + za + 0.5, 1 * s, yy1 * s / 4.0f + ra * s,
x - xa + 0.5, yy1, z - za + 0.5, 0 * s, yy1 * s / 4.0f + ra * s,
br, br, br, Alpha, br, br, br, 0, tex2);
#else
t->tex2(level->getLightColor(x, yl, z, 0));
@@ -1753,9 +1753,9 @@ void GameRenderer::renderSnowAndRain(float a)
float Alpha = ((1 - dd * dd) * 0.3f + 0.5f) * rainLevel;
int tex2 = (level->getLightColor(x, yl, z, 0) * 3 + 0xf000f0) / 4;
t->tileRainQuad(x - xa + 0.5, yy0, z - za + 0.5, 0 * s + uo, yy0 * s / 4.0f + ra * s + vo,
x + xa + 0.5, yy0, z + za + 0.5, 1 * s + uo, yy0 * s / 4.0f + ra * s + vo,
x + xa + 0.5, yy1, z + za + 0.5, 1 * s + uo, yy1 * s / 4.0f + ra * s + vo,
x - xa + 0.5, yy1, z - za + 0.5, 0 * s + uo, yy1 * s / 4.0f + ra * s + vo,
x + xa + 0.5, yy0, z + za + 0.5, 1 * s + uo, yy0 * s / 4.0f + ra * s + vo,
x + xa + 0.5, yy1, z + za + 0.5, 1 * s + uo, yy1 * s / 4.0f + ra * s + vo,
x - xa + 0.5, yy1, z - za + 0.5, 0 * s + uo, yy1 * s / 4.0f + ra * s + vo,
br, br, br, Alpha, br, br, br, Alpha, tex2);
#else
t->tex2((level->getLightColor(x, yl, z, 0) * 3 + 0xf000f0) / 4);
@@ -1861,7 +1861,7 @@ void GameRenderer::setupClearColor(float a)
}
else if (t != 0 && Tile::tiles[t]->material == Material::water)
{
unsigned int colour = Minecraft::GetInstance()->getColourTable()->getColor( eMinecraftColour_Under_Water_Clear_Colour );
byte redComponent = ((colour>>16)&0xFF);
byte greenComponent = ((colour>>8)&0xFF);
@@ -1873,7 +1873,7 @@ void GameRenderer::setupClearColor(float a)
}
else if (t != 0 && Tile::tiles[t]->material == Material::lava)
{
unsigned int colour = Minecraft::GetInstance()->getColourTable()->getColor( eMinecraftColour_Under_Lava_Clear_Colour );
byte redComponent = ((colour>>16)&0xFF);
byte greenComponent = ((colour>>8)&0xFF);
@@ -2017,7 +2017,7 @@ void GameRenderer::setupFog(int i, float alpha)
{
glFogi(GL_FOG_MODE, GL_EXP);
glFogf(GL_FOG_DENSITY, 0.1f); // was 0.06
unsigned int colour = Minecraft::GetInstance()->getColourTable()->getColor( eMinecraftColour_In_Cloud_Fog_Colour );
byte redComponent = ((colour>>16)&0xFF);
byte greenComponent = ((colour>>8)&0xFF);
@@ -2049,7 +2049,7 @@ void GameRenderer::setupFog(int i, float alpha)
{
glFogf(GL_FOG_DENSITY, 0.1f); // was 0.06
}
unsigned int colour = Minecraft::GetInstance()->getColourTable()->getColor( eMinecraftColour_Under_Water_Fog_Colour );
byte redComponent = ((colour>>16)&0xFF);
byte greenComponent = ((colour>>8)&0xFF);
@@ -2074,7 +2074,7 @@ void GameRenderer::setupFog(int i, float alpha)
{
glFogi(GL_FOG_MODE, GL_EXP);
glFogf(GL_FOG_DENSITY, 2.0f); // was 0.06
unsigned int colour = Minecraft::GetInstance()->getColourTable()->getColor( eMinecraftColour_Under_Lava_Fog_Colour );
byte redComponent = ((colour>>16)&0xFF);
byte greenComponent = ((colour>>8)&0xFF);